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Okay, the inspiration bug has bit me after I read about bastard hall in one of my books preparing for carrion crown. Ive learned to just go with it or else next time she wont bite.

If anyone interested its a haunt place in rule of fear.

Read it and so many possibilities jumped out at me. After a couple of days I got the bate outline of what the story is and now just gotta load it up with the flesh per se.

Im envisioning a megadungeon thats heavily focused on story and basically already got the beginning, the town, ghost bridge, and the entrance courtyard already fleshed out.

In my head its gonna be a mash up of h.p. Lovecraft, heavy old gods theme, first silent hill game, and castlevania sympathy of the night along with many other influences.

 

Now a few questions.

1. Is there any information anywhere else about bastard hall to help flesh out and hopefully dont retcon or clash with lore.

2. Is there any good sourses on haunts anywhere in one place or is it mainly scattered everywhere?

3. Is there any sourses on the "old gods" worshipping anywhere for pathfinder universe?

4. If ya like throw in some suggestions if ya want.

 

Thx in advance for the suggestions and help.

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Okay, the inspiration bug has bit me after I read about bastard hall in one of my books preparing for carrion crown. Ive learned to just go with it or else next time she wont bite.

If anyone interested its a haunt place in rule of fear.

Read it and so many possibilities jumped out at me. After a couple of days I got the bate outline of what the story is and now just gotta load it up with the flesh per se.

Im envisioning a megadungeon thats heavily focused on story and basically already got the beginning, the town, ghost bridge, and the entrance courtyard already fleshed out.

In my head its gonna be a mash up of h.p. Lovecraft, heavy old gods theme, first silent hill game, and castlevania sympathy of the night along with many other influences.

 

Now a few questions.

1. Is there any information anywhere else about bastard hall to help flesh out and hopefully dont retcon or clash with lore.

2. Is there any good sourses on haunts anywhere in one place or is it mainly scattered everywhere?

3. Is there any sourses on the "old gods" worshipping anywhere for pathfinder universe?

4. If ya like throw in some suggestions if ya want.

 

Thx in advance for the suggestions and help.

 

1. NEVER worry about retconning stuff or being consistent. Just use the inspiration you mentioned.

2. Just use the inspiration you mentioned.

3. Just use the inspiration you mentioned.

 

4a. Youtube has many cthulhu audiobooks read by fans. Some are veen audible. Just use these.

4b. The great difficulty with mystery and horror is pacing. The players won't move throguh the mystery at a consistent pace, so they won't experience horrific things at a consistent or predictable pace. This means you need to plan multiple 'arcs' in your story. I learned everything I know about arcs from watching Hill Street Blues.

"It wasn't lies. It was just... bull****"."

             -Elwood Blues

 

tarna's dead; processing... complete. Disappointed by Universe. RIP Hades/Sand/etc. Here's hoping your next alt has a harp.

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tyvm for the advice. Ya I no I got a challenge ahead of me with it being story driven, ill check that out. Im about tempted to a pretty linear story, but dangit thats the easy route out so im gonna try to fix different paths but not to many.

Ive already accepted its gonna take me awhile, but surprisenly its going pretty fast as far as layouts and such. I no the npcs and situations is whats gonna take up most of my time, but im just going with the flow atm.

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I'm going to expose my nerdy interior and confess that I use Critical Path Method - minus all the maths - to plan some of my arcs. 

 

http://en.wikipedia.org/wiki/Critical_path_method

"It wasn't lies. It was just... bull****"."

             -Elwood Blues

 

tarna's dead; processing... complete. Disappointed by Universe. RIP Hades/Sand/etc. Here's hoping your next alt has a harp.

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im gonna be honest, I believe I will go with the very first diagram. All the routes will lead to the very same "location", u just got choices of different routes there. Choices but very manageable. Tyvm.

I no we are gonna have either a pally or a cleric and I plan on them not being able to leave. So theres gonna be a crazy blacksmith and a demented librarian and im gonna leave their hit die at 4 or below. That way if deteect evil goes off the pally or cleric arent forced to murder their only sourses of premade equipment and spells to purchase. Though later on I will have it to where they wont have anywhere to dump off their loot so they have to be picky on what they pick up and what spells they cast and such.

I forgot im gonna have do research on all the spells. Im gonna give all the players eschew materials feat and have it because the place is heavy magical presence. Im unfortuantly gonna have to rework certain spells like wish so they cant travel away.

Gah, its alot work, but just rolling with what I no with now and will do the gritty work later.

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A quicker version is to ask the good ol' seven questions:

 

For some reason I can't find anything on the sceven, so make do with six. As writ by Rudyard Kipling (my emphasis):

 

I keep six honest serving-men
(They taught me all I knew);
Their names are What and Why and When
And How and Where and Who.

"It wasn't lies. It was just... bull****"."

             -Elwood Blues

 

tarna's dead; processing... complete. Disappointed by Universe. RIP Hades/Sand/etc. Here's hoping your next alt has a harp.

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